Looks and sounds very impressive.
There's a minor glitch on the left and right screen border, which is - i assume - why you mostly have scenes where the camera only rotates but does not move.
But that doesn't spoil the impressiveness one single bit.
I like it!

@norecess: we improved this, by adding a simple CATart in the latest version! We are sorry that we didn't think of it before uploading the very first version, but we tried to correct it! Please d/l the latest version.

@fizzer: I do apply for fisheye distortion but it's just not perfect. I am not sure why. And, there is a process which might make it loose more precision and one can see the walls are not perfectly straight when looking directly vertically at them but there are little inaccuracies, which is something I am willing to research further when I use this engine for a future project (game probably).

Nice production, good graphics and strong code ! I find the music a little bit strange, but just heared it on a emulator at the moment.

I don't agree with Krusty saying it needed a cart'art. If your prod does not fill a whole disk, why doing a cart'art... You just should have linked the prod in one or two files , that would have been cleaner :-).

Admirable! It was a great idea to "write" effects on the walls. :) Yes, I remember various Wolfenstein engines for Spectrum and many of them had something moving on the walls but this idea is better and original... I like the tune, too.

Optimus: It looks a bit like you are offsetting the rays by the cosine of the ray angle in order to counter the fisheye effect. Do you have a regular step in angle between pixel columns? If so, this is incorrect. You should be either using the tangent of the ray angle or a linear transform.... Probably difficult on the ZX!

@t&j,voxfreax,optimus: little misunderstanding. I did not give a piggie because there is no catart, but because, as NoRecess noticed, there are too many files in the disc (5 files for less than 60kb of data)

@t&j ". You just should have linked the prod in one or two files , that would have been cleaner :-). " is exactly what I wanted to say

@voxfreax,norecess: yes a catart to hide the garbage is not an enhancement ;)
Any it's cool for people not using real floppies.

The original argument was about hiding the data files. It wasn't about the number of files. Now, the argument has transfered to this and I don't even understand why. The thing is, it would be worthy to argue about this if I had for example 8 or 10 small files and the loading was really long, but I think I have packed most of the stuff in quite a fewer numer of files. There is a big file with code and data packed together in 24kb iirc (the maximum possible might be 32kb I think) and a loader file (wolf.bin) with some more data packed together that it was easier to fit there but they are together and not scattered in separate files, and only the two runseq 10kb each files that maybe could be fused together in a single one but it was easier this way the way I relocated stuff in extra memory in the loader. But this is what I have, it's one big code-data file, two additional data-files and the loader packed with other remaining data of last resort. I thought structure-wise the files were quite ok. I had 4, it could be at best 3 and things are quite fused together.

The thing is that this discussion has started with Krusty's mention of not hiding my files and went on to the claim that my file structure is horrible which is not the case and it would never happened we had the catart in the very first beggining and hell knows what I would find if I had seen the contents of other popular CPC demos with a viewer.

I am not sad about it, I am just puzzled. If I released the same demo on the C64 nobody would care about these things.

Optimus: It looks a bit like you are offsetting the rays by the cosine of the ray angle in order to counter the fisheye effect. Do you have a regular step in angle between pixel columns? If so, this is incorrect. You should be either using the tangent of the ray angle or a linear transform.... Probably difficult on the ZX!

Yep, that's exactly what I did I think, what you say in the first sentence. Another possible reason was, the pixel resolution has twice wide pixel, then my column renderer draws a byte which is two pixels packed, and when I tried the cosine method from my PC raytracer I got a wrong result, maybe because I have to compensate for the ratio? (though, I am not sure). So then I compensated by multiplying a factor x2 to the cosine fishbowl correction data which also still didn't made it and found a value that was almost good. Your other suggestions are interesting too, thanks!

Very good frame rate. I can remember some old Amiga 500 demos with wolf3d slower engine that this one.
Cat Art or file struct is an irrelevant debate for me when there are important technical achievements here.

@Optimus: Yes, I said at least, without explaining what would be better.
However, I am a bit sad that you did not understand why it is important ;)
Voxfreax never say that to you that the disc is a mess while working in the project ?!

@Rhino: yes, but there is only one issue in BF, the same than Optimus' prod: a bad impression when looking on the disc the first time ;)
There are still people storing several demos per 3" discs.

@Krusty: Sorry, I never realized you were talking about the file structure and not just the fact I didn't hide the catalogue. Though, I find the "crimes" I committed with files are not so extraordinary. Maybe we should discuss this in an email so that we don't polute this thread though.

Even if it is some kind of cheating, no filled textures when depth movement happens, but a nice surprise somehow. You guys shlould have a closer look at the A8, if you like "3D" on 8 bit computers. It yells for "3d" action games to be done :D

I'm going back and forth on this one. Good tech, but I'd have to say a bit boring and coder colors for no good reason. Using effects as textures is neat. Hm. Nope, I'm sticking with my gut feeling piggie.

Thumb down for files structure!! :)
Just kidding. First, it's the best polished Dirty Mind's demo I saw, so nice progress on this side (Voxfreax work). The music is an old, but still good, Sice track. And I like the textured effects on the walls.
The little drawback is the fishbowl effect and the "Y rotator only" when it's textured. But I still like the prod, thumb Optimus and all the team!